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Smeat



Joined: Nov 19, 2006

Post   Posted: Nov 27, 2014 - 21:54 Reply with quote Back to top

Matthueycamo wrote:
That leads me to wonder what skills would be best for the apes to negate a guard heavy team?

More Guard.

SS'ing St 4 Guards ftw, baby. Wink

And, yes, Grab - pulling apart the position so the Guards are not helping anyone, or not anyone important. A Guard is nothing special once they're isolated and have no one to assist.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Well, Round 3 of A.P.E. is completed, and ahead of both schedule and the Thanksgiving holidaze - good job!

Both "undefeated" Simyins teams lost this last round, altho' the previous 2-0 leader, Infinite Monkey Theorem, suffered theirs largely at the hands of Nuffle - snakes and quad skulls on the first 4 Turns to allow 2 Defensive scores before Turn 6, and they still almost tied 3-3!

That means that there are now THREE Simyins tied for the lead at 2-1, Macabeo's From Chimpan-A to Chimpan-Z (5 Tie-Breaker points), m0gw41's Infinite Monkey Theorem (2.5 TB pts), and NickNutria's Bruellaffen (-2.5 TB pts), and 3 more a mere half-game behind them at 1-1-1, Smeat's C.h.u.m.p (4 tb pts), Macabeo's Dexter's Lab! (1 tb pt), and buuface's Jungle Tax Collectors (1 tb pt). But some of those have not yet faced the bashier teams, the Dwarfs, the Norse, the (undefeated!) Necro - and as the season progresses, those teams only get tougher.

The only undefeated teams are now non-Simyin, Pentalarc's Vipertower Vivisectors (Necro) at 3-0, and m0gw41's Profligate Primatologists (WElf) at 2W-0L-1T.


But with 4 games to go it's still anyape's season.

Ook-ook, baby! Laughing

_________________
Let's go A.P.E.!

(...and what exactly do you think they do with all those dead players?...)
Smeat



Joined: Nov 19, 2006

Post   Posted: Dec 01, 2014 - 16:52 Reply with quote Back to top

Round 4 (of 7) has started, the middle of the season, and after this round we should start to have an idea of who is looking good for King of the Jungle and who will be left holding their banana.

Ook ook!

_________________
Let's go A.P.E.!

(...and what exactly do you think they do with all those dead players?...)
Smeat



Joined: Nov 19, 2006

Post   Posted: Dec 03, 2014 - 07:42 Reply with quote Back to top

Half the games have been played for this "hump" round #4 of 7; 4 pairs left in this round, and then only 3 more rounds after this before the post-season!

NickNutria's Bruellaffen and buuface's Jungle Tax Collectors both fought to a tie, so both are at the mercy of other teams' results, currently a half-game apart at 2-1-1 and 1-2-1 respectively.

Smeat's CHUMP upset the previously perfect 3-0 Necro to move up to that same 2-1-1, while Pentalarc's Birara Adventurers fell to Slann and behind the pace for the postseason, altho' a strong finish (and some spotty results from the current leaders) could still let them make the cut.

2 Ape teams sit at 2 Wins & 1 Loss with their 4th game unplayed. A win could put either or both of Macabeo's From Chimpan-A to Chimpan-Z & m0gw41's Infinite Monkey Theorem into first with 3 Wins & 1 Loss - or join the others at 2-1-1, or on the bubble at 2-2 with a loss. A to Z is facing a HElf team with 3 straight losses, but IMT is facing the spamblock of 2-1 Dwarfs!

The last two teams, Kerchak's Cannibals (1-2) and Monkeyboned (0-1-2), have suffered a rocky first half of the season and are approaching "must win" territory - we'll know more after this round.


Play hard, play strong, don't give up - no bad luck, may the better coaches/teams win!

_________________
Let's go A.P.E.!

(...and what exactly do you think they do with all those dead players?...)
Smeat



Joined: Nov 19, 2006

Post   Posted: Dec 10, 2014 - 19:29 Reply with quote Back to top

Round 4 of the 7-game 1st Season of A.P.E. is in the books (and not a single late game all season!), and with only 3 games remaining the post-season race is shaping up for the home stretch!

The previous Round-3 leaders were fought tooth-and-beard to a tie by Dwarfs and elf-balled to a tie by HElfs, and that means that four Ape rosters are all leading neck-and-neck at 2-1-1, Smeat's C.h.u.m.p, Macabeo's From Chimpan-A to Chimpan-Z, m0gw41's Infinite Monkey Theorem, and NickNutria's Bruellaffen. The first 3 are all within 1 tie-breaker point of each other, but Bruellaffen suffers there from an 0-4 blowout at the hands of League overall leader (non-Ape) Profligate Primatologists. And sitting just one-half game behind the 4 leaders is buuface's Jungle Tax Collectors at 1 Win/2 Ties/1 Loss, easily in striking distance should any of those 4 falter in the slightest.

Three Ape teams have 3 Losses each, some having suffered the loss of key AV 7 or 8 players early in the season. But with no dominant leader they are all still mathematically in the race for the post-season - but their fate is not in their hands; they must win, AND some leaders must lose consistently to open the door for a late slot for the championship.


For the non-Simyin teams, 2 actually have better overall records than any Ape team, with m0gw41's Profligate Primatologists Wood Elf team as the only undefeated team remaining in the League at 3-1-0, and Pentalarc's Vipertower Vivisectors Necro team right behind, with another 4 (Human, Norse, Dwarf & Slann) sharing 2-1-1 records with the best Ape teams.


However... the 4 leading Apes have faced only 1-2 of those leading "other" teams, meaning that their toughest matches may yet be ahead of them! Only 4 will make it to the post-season Ape-on-Ape knockout for King of the Jungle, so it's still anyone's race.

For the Ape teams who are trying to advance and the "other" teams that are trying to stop them, it's "just win, baby!"

_________________
Let's go A.P.E.!

(...and what exactly do you think they do with all those dead players?...)
SunDevil



Joined: Dec 13, 2010

Post   Posted: Dec 16, 2014 - 16:25 Reply with quote Back to top

Just wanted to drop by and say thank you to Smeat for running this league and thanks to all the coaches who are giving us valuable data on the SIMYIN!

There are no immediate plans to amend the roster but when that day comes, we want to have as many games as possible to help us make the best decisions.

GO SIMYIN!!!

_________________
This is Chance from THREE DIE BLOCK - Your Blood Bowl podcast!

Stay off the sidelines!
Smeat



Joined: Nov 19, 2006

Post   Posted: Dec 17, 2014 - 01:16 Reply with quote Back to top

One of the (for me) totally unforeseen elements of the Simyins is that, with 4(+) high-strength Grab, there are an incredible number of Blocks thrown! Even against teams that should be high(er)-blocking (Norse, Dwarves), no-skill Simyins often outblock them, and against non-blocking teams the numbers can just go through the roof.*

(* Like this recent game, which saw a Guard-heavy Simyins team outblock a rookie-ish Slann roster 45:10 after the first half, and 75:22 overall.

Here are the League Dwarf and Norse representatives, for comparison there.)

_________________
Let's go A.P.E.!

(...and what exactly do you think they do with all those dead players?...)
Smeat



Joined: Nov 19, 2006

Post   Posted: Dec 23, 2014 - 09:52 Reply with quote Back to top

Down to Round 6 of 7, and another 8 games all played, if a bit late due to the holidaze. And the result of Round 5 is... Tie Game!!!

Or it was for most of the leading Ape teams, as 4 of the 5 leaders could only tie it up in hard-fought games - all of which I shall now grossly misrepresent in quick thumb-nail reviews...


A to Z got lucky early as Slann foolishly tried and failed a Pass for a skill near the LoS after already using their RR, and the Apes recovered the loose ball. Then the Slann got lucky in return on a 1D leaping blitz, popped the ball loose again, and barely salvaged the score before half-time. 2nd half the Frog defense held until a 1D blitz got lucky, but the 3+ scoop failed for the defensive score, leaving them out of position, and the Apes easily tied it up by T16.

Infinite Monkey Theorem held the Norse at the LoS until Turn 5, when a pass broke a lone Norser through near the goal. The Ape's St 4 lino blitzed him down and recovered, and returned the length of the field for the 1-0 defensive score. 2nd half was a mirror, as fewer and fewer Apes broke through mid-half, then failed a 3+ dodge for the would-be score and handed the ball over, and the Norse tied it up 1-1 T16.

Breullaffen faced Dwarfs, who took a page from the Slann (see below) and made a needless GFI after using their RR - ball on the ground on the LoS. Dwarfs recovered and finally restored the cage, but chose to score Turn 6, but with no RR on either side the score stayed 1-0 Dwarfs. Then, with nothing more than 1 Wrestler, the Apes found the "break Dwarf AV" switch and took out 6(!) Dwarfs on their way to the T6 tying score, 1-1, but too late for a Defensive win.

A half-game behind the four co-leaders, Jungle Tax Collectors dodged a bullet to break the pattern slightly with a 2-2 tie vs. league-leader WElfs. The WElfs' defense almost broke it open Turn 2 with a leaping 1d Strip Ball but failed the 3+ RR'd pickup for the TD, and the Apes recovered and scampered from the out-of-position WElfs to score first mid-half. WElfs used Ag 5 dodge to tie the half, and then to go ahead Turn 2, but then AV 7 did what it does best (break), and 8 Apes scored against 3 remaining WElfs to tie, 2-2.


The next two teams, who were both behind the pack... won!

Birara Adventurers squared off against the HElfs, and in a pattern seen elsewhere started Turn 1 with a questionable GFI after using a RR - failed, BH'd wrestler chimp, ball loose on LoS, but behind a solid screen. Undeterred, they recaged and pushed forward to score T5. HElfs started their drive with a journey-man block - double-skulls, wasted RR, and more bad luck kept it 1-0 at the half. 2nd half started identically - j-man double-skulled the first block, wasted a RR, and by the end of Turn 2 it was 2-0. HElfs responded quickly to make it 2-1, but in trying for the steal to tie got out of position, and the Apes flanked them all - 3-1.

Kerchak's Cannibals was one of 2 winning teams, and handed only the 2nd loss to the dominant Necro team in a 2-1 win. Apes marched downfield quickly and scored after recovering from a solo 1D Pow, then their defense (barely) held in a back-and-forth dogfight near their end-zone. 2nd half the Necro were powed on the 1 yard line Turn 3, and another dust-up ended, finally, in a tie game Turn 6. A 2d Necro blitz found a Both-Down against the Ape Wrestler ballcarrier on the 6, but a no-RR 2+ pickup and double-GFI won the game.

And those two wins by "basement" teams keep them both in the hunt! Since all but one the teams ahead of them only tied, that puts them within range to squeak in to the post-season if one of the teams ahead if them collapses and loses Games 6 & 7 - 2 more wins would put BA at 4-3 and/or KC at 3W-1T-3L, and those 3 teams just ahead of them are all at 2W-2T-1L, and even the leader is 3-1-1, far from any guarantee!


Monkeyboned, the seemingly cursed last-place team, lost 3-0. After starting strong and 1d'ing the ball loose Turns 1 and 2, Apes started leaving the field and a Chaos-Pact stall could not be prevented. Turn 9, lack of position opened the door to an easy defensive blitz and subsequent score; the following kick a Blitz! was a carbon copy, and the kick after 6 Apes could not make any headway against an intact C-Pact roster.


The last team mentioned in this Round 5 review is CHUMP, who, of the 5 leaders, were the only one to pull out a win, and so go a half-game clear ahead of the pack. In a game entirely of Rain they managed to dice their way to a 3-1 win over Humans, but not without the help of a Blitz! perfectly coupled with a randomly short kick, then later a 6+ Interception, and lastly Star St 3 stunty Blodger Puggy Baconbreath who slept through most of the game on the Humans' bench.


But 1/2 game ahead, or even 2 games, is nothing in this League with 2 games to play and so many within reach of the top 4! Might come down to the tie-breakers to determine who is the big monkey!

_________________
Let's go A.P.E.!

(...and what exactly do you think they do with all those dead players?...)
Smeat



Joined: Nov 19, 2006

Post   Posted: Jan 21, 2015 - 04:10 Reply with quote Back to top

Well, the post-holidaze malaise has now delayed the Round 6 recap until Round 7 finished, so the first regular season is in the books!

Lots of stumbles by Leaders in Round 6, so (almost?) everyone had a mathematical shot at the post-season, depending who stumbled Round 7.

If you remember, with 2 games to play it was...
    1) CHUMP - 1/2 game ahead, @ 3W 1T 1L
    (...then a 3-way tie between...)
    2) A-Z
    2) IMT
    2) Breullaffen, all @ 2W 2T 1L
...and then others in hot pursuit.

But altho' some of the Leaders did stumble, and some stumbled badly, not all and not enough for the challengers. After all 7 games, the top 2 slots needed a tie-breaker, as did the next 2 despite having different records (only effectively 1/2 game behind!) - all the more remarkable because of the scoring system!*


The top 4 teams going to the 1st Alliance for Primate Experimentation King of the Jungle Knock-out Tourney, in order of finishing, are...
    #1 seed: Macabeo's From Chimpan-A to Chimpan-Z (3 Wins, 3 Ties, 1 Loss; +5 TD's, +2 Cas)
    #2 seed: NickNutria's Bruellaffen (3 Wins, 3 Ties, 1 Loss; +0 TD, -1 Cas)
    #3 seed: m0gw41's Infinite Monkey Theorem (2 Wins, 4 Ties, 1 Loss; total 0 TB points)
    #4 seed: Smeat's C.h.u.m.p (3 Wins, 1 Tie, 3 Losses; total 0 TB points)


    Round 1:
      #1 From Chimpan-A to Chimpan-Z vs. #4 C.h.u.m.p
      #2 Bruellaffen vs. #3 Infinite Monkey Theorem

The heart-break bridesmaid honourable-mention 5th place goes to Pentalarc's Birara Adventurers, finishing less than 1 game* back. Ook, that hurts.

(* Wins are worth more than 2 ties in APE - W = 7, T = 3, L = 1.)

_________________
Let's go A.P.E.!

(...and what exactly do you think they do with all those dead players?...)
Smeat



Joined: Nov 19, 2006

Post   Posted: Jan 24, 2015 - 22:42 Reply with quote Back to top

1st King of the Jungle Preview...

All season long, the Simyins have been playing against "other" teams - WElf, Norse, Humans, Dwarfs - a nice spectrum - but now it's hot Ape-on-Ape action!

And these will not be "mirror matches", as by design or just accident of the dice each Coach has developed their Simyins differently.


In the first game, it's #1 seed From Chimpan-A to Chimpan-Z (TV 1380) v. #4 C.H.U.M.P. (TV 1450).

A to Z has enjoyed a run of skill-doubles, boasting the only Block Gorilla in the League and 2 more with Guard, plus a Chimp and 2 Linos who have doubled for Guard for a total of 5* Guards! Add in a Leader Bonobo, and a paIr of rookie Orangutans and rookie Chimp #2, and you have a 13-player roster that has a huge advantage in the position game, and 70k in Inducements coming its way.

(* However, 1 is MNG, so only 4 in this first game)

C.H.U.M.P has a similar but slightly smaller roster (4 Gorillas, 2 rookie Orangutans, 12 players total), but while they have had many more skills they have had only 1 doubles, Guard on their +MA Chimp. 1 Guard Gorilla is backed by 4 Blocking Linos (1 Block/Kicker) and a Wrodge-Strip Ball Chimp. Chump has a true 4 RR (comparable to the 3+Leader of A-Z and IMT, below).

CHUMP may have trouble finding the 2d's they want against so much Guard, but their Team Skills are a game-long threat, bringing reliability and durability (and a little "Bash" in an AV 7 & 8 world), balanced back by the one 50k Inducement for A to Z.


The second game has #2 seed Bruellaffen (TV 1380) v. #3 Infinite Monkey Theorem (TV 1470).

Bruellaffen has only 11 players, the meat of the team being 4 rookie Gorillas headed by a Block(!)/Guard Silverback! One Chimp is a fully developed Wrodge-stepper, and the other is a Wrodger who adds a 6th(!) Grab to the team. One lino is a Wrestler, the last a Dodger, and one of the Orangutans a rookie, but the biggest positional may be the League's only developed Orangutan, a 2-skill Dodge/Passer! Developing MA 5 as a Passer is controversial, but this player already has 6 completions to their credit, and the #2 seed (losing to #1 by tie-breaker!) speaks for the success of the team. Definitely something for fans to watch, and for the opposition to watch out for!

Of additional note is that they have only 2 RR's, the lowest by far among the KotJ teams! (Having started the season with only 1!)

Their 1st-round opponent is Infinite Monkey Theorem, who had led the League early in the season. IMT has 12 players, but many have been beat up over this first season. Like Breullaffen, IMT also has 4 Gorillas and a Silverback, but here their Gorillas are all skilled - 3 Guards (1 -MA) & 1 MB - and their Silverback is the rookie. Both Chimps are gimps, a -MA rookie Chimp and a -Ag Leader Chimp (the first doubles in the League, Game 1). Their main strength may be 4 Blocking Linos - one -MA, but one +St (if also -Ag).

Breullaffen has the unpredictable but dangerous Bash of the Silverback coupled with their unique Passing option and 2 healthy, developed Chimps, while IMT has the edge in Team Skills, Guard and their 5th pseudo-Gorilla, the +St -Ag Blocking Lino. 2 RR's for Breullaffen also leaves little room for bad luck, but they've made it this far, so...


Since this reporter has a horse in this race, I won't make any predictions, except to say "Ook ook, baby!"

_________________
Let's go A.P.E.!

(...and what exactly do you think they do with all those dead players?...)
Macabeo



Joined: Feb 13, 2011

Post   Posted: Jan 26, 2015 - 17:35 Reply with quote Back to top

So I ended up landing first place among the Simyins, yay! Take that with a grain of salt though, I rolled a lot of doubles and the other teams finished really close. Anyway, I'll give my impressions about the team after one regular season.

- Initial roster: At least 3RRs is a must!! I began with 2 and soon realized this was a major mistake. Thanks to ST4 and Grab, this team throws a lotttt of 2d blocks, but most of those will be with no Block/Wrestle (and no G access for the gorillas makes it even worse).

The major point of contention is, I think, the Silverback. I'd advise against taking him, more on this in the player per player analysis. Hence, these are the rosters I would consider:

-> 3 RR, 4 Gorillas, 2 Chimpanzees
o 400 4x Gorilla
o 160 2x Chimp
o 250 5x Linechimp
o 180 3x RR
Total = 990k/1,000k

-> 4 RR, 3 Gorillas, 2 Chimpanzees
o 300 3x Gorilla
o 160 2x Chimp
o 300 6x Linechimp
o 240 4x RR
Total = 1,000k

I'd go for the first one because of the additional strenght, but both look solid to me.

- Player analysis: This roster features unconventional players, so I think it'd be useful to take a quick glance at every individual one.

-> Linechimp: Subpar player, the main weakness of the roster in my opinion. Extra arms give some alternatives regarding ball-handling when things don't go as planned, but that extra +10k per player over a hobgoblin or -AV over a lineman really hurts the team as a whole.

That said, I actually love the design of these guys, as they allow offensive ball handling plays without resorting to AG4, and AV7 prevents the team from becoming too bashy.

I prefer Block over Wrestle since this team can pack quite a punch and you already have two Wrestle players. After that, regular G skills like Kick, Tackle, Frenzy and Pro (I prefer Pro over Fend, but I know most coaches think the other way around). Guard on doubles, although MB on an early Block chimp wouldn't be a bad idea.

-> Chimps: These guys rock. Fastest players in the team and the only ones to begin with a core skill, so you'll be very dependent on them at the beginning. Best suited for a sacking/sweeping role. Wrestle as a starting skill is actually clever design, as it makes them suboptimal ball carriers (otherwise with MA7 and A access it would be a no brainer to carry the ball with the chimps).

Plenty of options with these guys. I'd probably go Dodge, Tackle, Sure Feet, Side Step and Diving Tackle to double as sweepers and alternative ball carriers, although Strip Ball early may also be good. On doubles, I reckon Guard again.

-> Thro-rangutans: These guys are seen by many as the weakest player in the team, although I kind of disagree. Despite being throwers, as rookies they are perfect for LoS duty thanks to AV8. When developed, they can be either utility players (Leader and Kick, even better on a AV8 player) or power throwers.

Now, offensive passing is usually a bad idea in Blood Bowl, but in a team in which numbers may dwindle fast and where almost everybody is at least decent at catching the ball, this may be a good idea. MA5 makes them bad ball carriers, but they have an edge over other throwers thanks to Strong Arm (disclaimer: I've always thought that Norse throwers should have Strong Arm instead of Pass for fluff and team development reasons). Leader or Pass (normally you use Pass once per drive at most, so Leader may be the superior option, although you may not have a TRR for the catch then) and Accurate make for a pretty decent thrower at 16 SPP, and on doubles you can take Dodge because you already have Strong Arm.

The problem is their low mobility, which means that they can easily be harassed. This is why even with Strong Arm they are probably still worse than other throwers. A solution would be giving them Safe Throw or Nerves of Steel to minimize this; these skills fit the role of a slow but capable thrower and they are not overpowered by any means. As I said, the Thro-rangutan is seen by most as the weakest link in the chain, so if the team is to be buffed, I'd suggest this.

So, Leader, Kick, Block and Guard on doubles (utility) and Accurate, Leader/Pass, Block, Sure Hands, Safe Throw, Nerves of Steel and Dodge on doubles (thrower). Consider early +AV for LoS duty and marking.

-> Gorillas: Ah, the Gorillas! 4 ST4 players with Grab is actually huge, making this team much bashier than what it looks (check the number of blocks per game!). The drawback, AS access instead of GS access!! Which means no Block until you get lucky, and no Tackle nor Sure Hands most likely. I think these guys are the backbone of the team, but they will be eating RRs like there's no tomorrow.

Due to the eclectic skill access, their development is not straightforward at all. Regarding S skills, MB seems like a suboptimal pick due to the lack of Block (and lack of Tackle later on), so Guard is the main alternative. As for A access, Dodge for protection (with Break Tackle eventually for superb mobility) and Side Step after Guard are the main options, but stuff like Diving Tackle and Sure Feet looks good too.

It's still very unclear to me how to develop Gorillas. I'd go Guard, Dodge, Side Step, Break Tackle and then Diving Tackle or Sure Feet. At the end you have a mobile and strong Guard player with Side Step for extra annoyance that may be able to double as a ST4 dodging ball carrier in critical situations.

If you plan on developing a killer, then go straight for MB and PO, with Juggernaut and Jump Up next. Of course, Block on doubles for every Gorilla.

-> Silverback: I haven't used the Silverback, and to be honest I don't think I will anytime soon. AV9 is very useful for low armour teams, but Wild Animal hurts its role as a road block. AV9 big guys want to be in thick of things, whereas Wild Animal big guys want to blitz as often as possible; due to Wild Animal, positioning the Silverback is a pain in the ass, as either you have to blitz with him or risk a 50% chance of him not moving. Moreover, Wild Animal and Grab are anti-synergistic, as the main use of Grab is lost when blitzing.

I guess you can build the Silverback as a roadblock or as an aggressive big guy, but I don't think it will excel at anything.

- Team design: I am very positively surprised with this team. Extra-arms spamming doesn't feel gimmicky, as it doesn't determine how the team is played. There are plenty of options for the individual players, and for the roles they fulfil. Gorillas and Chimps are a must, but the jury is still out there regarding Orangutans and Silverbacks. There are several players capable to carry the ball, but none dominates the others. Building a killer is not straightforward due to the lack of GS access, and the S access players are different from what we've seen so far.

In terms of power, I was afraid that this team would be very weak, but so far it looks that they are ok. At low TV they are low tier 1, some place between humans and slann. They fare very well against hybrid teams from what I've seen, but I expect them to underperform against extreme teams (lack of core/killing skills against agility teams and low armour against bashing teams). I think BB should have more hybrid teams with average performance, so this team gets 2 thumbs up from me Wink
SunDevil



Joined: Dec 13, 2010

Post   Posted: Jan 29, 2015 - 16:43 Reply with quote Back to top

I have been talking with Christer about how the Simyin have been doing and he was awesome as usual! He sent me these stats...

Race wins ties losses games cas_for cas_against

Amazon 1 1 6 8 6.5000 10.5000
Chaos 8 2 5 15 3.1429 3.5714
Chaos Dwarf 3 7 2 12 3.1667 4.1667
Chaos Pact 9 3 4 16 3.4000 3.6000
Dark Elf 11 4 15 30 2.1500 2.4500
Dwarf 7 8 9 24 2.9000 4.3000
Elf 9 4 14 27 3.3529 1.4706
Goblin 8 3 4 15 5.7143 6.5714
Goblin Cheaters 0 1 0 1 2.0000 0.0000
Halfling 9 3 4 16 5.8750 3.3750
High Elf 8 3 4 15 2.3636 1.6364
Human 8 4 13 25 3.1429 3.2857
Khemri 4 2 5 11 4.6000 5.0000
Lizardman 4 1 10 15 3.0000 5.8571
Necromantic 9 1 7 17 3.1250 4.1250
Norse 7 2 9 18 7.6667 8.3333
Nurgle 4 3 1 8 4.0000 10.5000
Ogre 4 1 2 7 8.5000 4.5000
Orc 6 4 11 21 4.0833 4.3333
Simyin 41 18 41 100 4.0000 4.0000
Skaven 4 4 15 23 4.0000 2.1250
Skink 1 0 0 1 1.0000 2.0000
Skryre Slaves 1 0 0 1 4.0000 4.0000
Slann 5 5 4 14 2.8750 2.3750
Undead 5 2 7 14 6.4000 6.6000
Underworld 4 0 2 6 7.0000 4.0000
Vampire 2 2 2 6 6.3333 0.6667
Wood Elf 2 5 15 22 4.6667 4.5556

I am a bit disappointed in all the losing records but not surprised. Thanks to everyone who is playing them and we will keep an eye on them for any future, small roster tweaks.

_________________
This is Chance from THREE DIE BLOCK - Your Blood Bowl podcast!

Stay off the sidelines!
Smeat



Joined: Nov 19, 2006

Post   Posted: Feb 03, 2015 - 09:58 Reply with quote Back to top

...and for any who actually wanted to be able to read that...

Code:

Race            W     T     L   Games   Cas_for   Cas_against

Amazon          1     1     6      8     6.5000    10.5000
Chaos           8     2     5     15     3.1429     3.5714
Chaos Dwarf     3     7     2     12     3.1667     4.1667
Chaos Pact      9     3     4     16     3.4000     3.6000
Dark Elf       11     4    15     30     2.1500     2.4500

Dwarf           7     8     9     24     2.9000     4.3000
Elf             9     4    14     27     3.3529     1.4706
Goblin          8     3     4     15     5.7143     6.5714
Halfling        9     3     4     16     5.8750     3.3750
High Elf        8     3     4     15     2.3636     1.6364

Human           8     4    13     25     3.1429     3.2857
Khemri          4     2     5     11     4.6000     5.0000
Lizardman       4     1    10     15     3.0000     5.8571
Necromantic     9     1     7     17     3.1250     4.1250
Norse           7     2     9     18     7.6667     8.3333

Nurgle          4     3     1      8     4.0000    10.5000
Ogre            4     1     2      7     8.5000     4.5000
Orc             6     4    11     21     4.0833     4.3333
Simyin         41    18    41    100     4.0000     4.0000
Skaven          4     4    15     23     4.0000     2.1250

Slann           5     5     4     14     2.8750     2.3750
Undead          5     2     7     14     6.4000     6.6000
Underworld      4     0     2      6     7.0000     4.0000
Vampire         2     2     2      6     6.3333     0.6667
Wood Elf        2     5    15     22     4.6667     4.5556

Goblin Cheaters 0     1     0      1     2.000      0.0000
Skink           1     0     0      1     1.0000     2.0000
Skryre Slaves   1     0     0      1     4.0000     4.0000

_________________
Let's go A.P.E.!

(...and what exactly do you think they do with all those dead players?...)
Macabeo



Joined: Feb 13, 2011

Post   Posted: Feb 04, 2015 - 11:11 Reply with quote Back to top

SunDevil wrote:
I am a bit disappointed in all the losing records but not surprised. Thanks to everyone who is playing them and we will keep an eye on them for any future, small roster tweaks.


Expected performance in my opinion, and I wouldn't like them to be more powerful. If anything, Nerves of Steel or Safe Throw for the orangutans, but that's the only thing I'd change.
Smeat



Joined: Nov 19, 2006

Post   Posted: Feb 04, 2015 - 11:30 Reply with quote Back to top

Well, MA 5 on a Thrower is pretty dubious to start with - I can't see that as attractive at all for that role. I know the team as a whole needs to be balanced, and pickup/catch on 2+ is big, but even Khemri get MA 6.

As an AV 8 Leader caddy, sure, or even a +AV -MA lino for +20k, but that's about it. So while "passing" is rarely a good plan to start with, something needs to make them more attractive if they're ever going to pretend to be an actual "Thrower" worth taking a P skill other than Leader. :/

_________________
Let's go A.P.E.!

(...and what exactly do you think they do with all those dead players?...)
Macabeo



Joined: Feb 13, 2011

Post   Posted: Feb 04, 2015 - 15:38 Reply with quote Back to top

That's the point, a MA5 AG3 ball carrier doesn't have the speed or mobility to rely on hand offs and quick passes. That's why passing skills come in handy, even more so in a team with so many potential receivers.

Nerves of Steel: Got flooded? You don't have to dodge away, you can still pass on a 3+ (2+ with Accurate) 6 squares away in any direction.
Safe Throw: If you can't get yourself in position due to low movement and agility, just pass over some opponent.

Don't get me wrong, I'm not promoting passing every single time. As I see it, Orangutans are more distributors than runner/thrower hybrids.
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